/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006-2011 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Interrogator_Vishas
 SD%Complete: 100
 SDComment:
 SDCategory: Scarlet Monastery
 EndScriptData */

#include "ScriptPCH.h"
#include "scarlet_monastery.h"

enum eEnums {
	SAY_AGGRO = -1189011,
	SAY_HEALTH1 = -1189012,
	SAY_HEALTH2 = -1189013,
	SAY_KILL = -1189014,
	SAY_TRIGGER_VORREL = -1189015,

	SPELL_SHADOWWORDPAIN = 2767,
};

class boss_interrogator_vishas: public CreatureScript {
public:
	boss_interrogator_vishas() :
			CreatureScript("boss_interrogator_vishas") {
	}

	CreatureAI* GetAI(Creature* pCreature) const {
		return new boss_interrogator_vishasAI(pCreature);
	}

	struct boss_interrogator_vishasAI: public ScriptedAI {
		boss_interrogator_vishasAI(Creature *c) :
				ScriptedAI(c) {
			pInstance = me->GetInstanceScript();
		}

		InstanceScript* pInstance;

		bool Yell30;
		bool Yell60;
		uint32 ShadowWordPain_Timer;

		void Reset() {
			ShadowWordPain_Timer = 5000;
		}

		void EnterCombat(Unit * /*who*/) {
			DoScriptText(SAY_AGGRO, me);
		}

		void KilledUnit(Unit* /*Victim*/) {
			DoScriptText(SAY_KILL, me);
		}

		void JustDied(Unit* /*Killer*/) {
			if (!pInstance)
				return;

			//Any other actions to do with vorrel? setStandState?
			if (Unit *vorrel = Unit::GetUnit(*me, pInstance->GetData64(DATA_VORREL)))
				DoScriptText(SAY_TRIGGER_VORREL, vorrel);
		}

		void UpdateAI(const uint32 diff) {
			if (!UpdateVictim())
				return;

			//If we are low on hp Do sayings
			if (!Yell60 && !HealthAbovePct(60)) {
				DoScriptText(SAY_HEALTH1, me);
				Yell60 = true;
			}

			if (!Yell30 && !HealthAbovePct(30)) {
				DoScriptText(SAY_HEALTH2, me);
				Yell30 = true;
			}

			//ShadowWordPain_Timer
			if (ShadowWordPain_Timer <= diff) {
				DoCast(me->getVictim(), SPELL_SHADOWWORDPAIN);
				ShadowWordPain_Timer = 5000 + rand() % 10000;
			} else
				ShadowWordPain_Timer -= diff;

			DoMeleeAttackIfReady();
		}
	};
};

void AddSC_boss_interrogator_vishas() {
	new boss_interrogator_vishas();
}
